{"title":"Psychiatrische Kliniken als totale Institutionen in digitalen Spielen","authors":"S. Simond","doi":"10.14361/9783839453285-007","DOIUrl":null,"url":null,"abstract":": Time and time again derelict psychiatric institutions and rogue inmates serve as settings and antagonists in cultural narratives, and digital games are no exception. The eeriness of exploring what Erving Goffman calls ›total institutions‹ and the tension of being confronted with the mentally ill orchestrate a persistent conflict between madness and reason. How this conflict is constructed on a narrative, aesthetic, and ludic level is the central focus of this article. The perspective applied leans heavily on discourse analysis to give a brief overview of contemporary ideas on mental illness and psychiatric institutions. Theoretically founded in Erving Goffman’s concept of total in -stitutions, Outlast (Red Barrels, 2013) and The Town of Light (LKA, 2016) are comparative ly interpreted, concluding in the assumption that the perspective of both titles, while differing considerably, construct mirroring glances on psychiatric institutions and the madness within","PeriodicalId":307241,"journal":{"name":"Krankheit in Digitalen Spielen","volume":"23 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Krankheit in Digitalen Spielen","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.14361/9783839453285-007","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
: Time and time again derelict psychiatric institutions and rogue inmates serve as settings and antagonists in cultural narratives, and digital games are no exception. The eeriness of exploring what Erving Goffman calls ›total institutions‹ and the tension of being confronted with the mentally ill orchestrate a persistent conflict between madness and reason. How this conflict is constructed on a narrative, aesthetic, and ludic level is the central focus of this article. The perspective applied leans heavily on discourse analysis to give a brief overview of contemporary ideas on mental illness and psychiatric institutions. Theoretically founded in Erving Goffman’s concept of total in -stitutions, Outlast (Red Barrels, 2013) and The Town of Light (LKA, 2016) are comparative ly interpreted, concluding in the assumption that the perspective of both titles, while differing considerably, construct mirroring glances on psychiatric institutions and the madness within
废弃的精神病院和流氓囚犯一再成为文化叙事的背景和对手,数字游戏也不例外。探索欧文·戈夫曼(Erving Goffman)所说的“全面制度”的怪诞,以及面对精神病患者时的紧张,精心策划了疯狂与理性之间的持久冲突。如何在叙述、美学和搞笑层面上构建这种冲突是本文的中心焦点。应用的视角严重依赖于话语分析,以对精神疾病和精神病院的当代思想进行简要概述。在Erving Goffman的总机构概念的理论基础上,《Outlast》(Red barrel, 2013)和《The Town of Light》(LKA, 2016)进行了比较解释,得出的结论是,这两款游戏的视角虽然有很大的不同,但都构建了对精神病院和其中的疯狂的镜像